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veloren_voxygen/audio/sfx/event_mapper/combat/
mod.rs

1/// EventMapper::Combat watches the combat states of surrounding entities' and
2/// emits sfx related to weapons and attacks/abilities
3use crate::{
4    AudioFrontend,
5    audio::sfx::{SFX_DIST_LIMIT_SQR, SfxEvent, SfxTriggerItem, SfxTriggers},
6    scene::{Camera, FigureMgr, Terrain},
7};
8
9use super::EventMapper;
10
11use client::Client;
12use common::{
13    comp::{
14        CharacterAbilityType, CharacterState, Inventory, Pos, inventory::slot::EquipSlot,
15        item::ItemKind,
16    },
17    terrain::TerrainChunk,
18};
19use common_state::State;
20use hashbrown::HashMap;
21use specs::{Entity as EcsEntity, Join, LendJoin, WorldExt};
22use std::time::{Duration, Instant};
23
24#[derive(Clone)]
25struct PreviousEntityState {
26    event: SfxEvent,
27    time: Instant,
28    weapon_drawn: bool,
29}
30
31impl Default for PreviousEntityState {
32    fn default() -> Self {
33        Self {
34            event: SfxEvent::Idle,
35            time: Instant::now(),
36            weapon_drawn: false,
37        }
38    }
39}
40
41pub struct CombatEventMapper {
42    event_history: HashMap<EcsEntity, PreviousEntityState>,
43}
44
45impl EventMapper for CombatEventMapper {
46    fn maintain(
47        &mut self,
48        audio: &mut AudioFrontend,
49        state: &State,
50        player_entity: specs::Entity,
51        camera: &Camera,
52        triggers: &SfxTriggers,
53        _terrain: &Terrain<TerrainChunk>,
54        _client: &Client,
55        _figure_mgr: &FigureMgr,
56    ) {
57        let ecs = state.ecs();
58
59        let cam_pos = camera.get_pos_with_focus();
60
61        for (entity, pos, inventory, character) in (
62            &ecs.entities(),
63            &ecs.read_storage::<Pos>(),
64            ecs.read_storage::<Inventory>().maybe(),
65            ecs.read_storage::<CharacterState>().maybe(),
66        )
67            .join()
68            .filter(|(_, e_pos, ..)| (e_pos.0.distance_squared(cam_pos)) < SFX_DIST_LIMIT_SQR)
69        {
70            if let Some(character) = character {
71                let sfx_state = self.event_history.entry(entity).or_default();
72
73                let mapped_event = inventory.map_or(SfxEvent::Idle, |inv| {
74                    Self::map_event(character, sfx_state, inv)
75                });
76
77                // Check for SFX config entry for this movement
78                if Self::should_emit(sfx_state, triggers.0.get_key_value(&mapped_event)) {
79                    let sfx_trigger_item = triggers.0.get_key_value(&mapped_event);
80                    audio.emit_sfx(sfx_trigger_item, pos.0, None);
81                    sfx_state.time = Instant::now();
82                }
83
84                // update state to determine the next event. We only record the time (above) if
85                // it was dispatched
86                sfx_state.event = mapped_event;
87                sfx_state.weapon_drawn = Self::weapon_drawn(character);
88            }
89        }
90
91        self.cleanup(player_entity);
92    }
93}
94
95impl CombatEventMapper {
96    pub fn new() -> Self {
97        Self {
98            event_history: HashMap::new(),
99        }
100    }
101
102    /// As the player explores the world, we track the last event of the nearby
103    /// entities to determine the correct SFX item to play next based on
104    /// their activity. `cleanup` will remove entities from event tracking if
105    /// they have not triggered an event for > n seconds. This prevents
106    /// stale records from bloating the Map size.
107    fn cleanup(&mut self, player: EcsEntity) {
108        const TRACKING_TIMEOUT: u64 = 10;
109
110        let now = Instant::now();
111        self.event_history.retain(|entity, event| {
112            now.duration_since(event.time) < Duration::from_secs(TRACKING_TIMEOUT)
113                || entity.id() == player.id()
114        });
115    }
116
117    /// Ensures that:
118    /// 1. An sfx.ron entry exists for an SFX event
119    /// 2. The sfx has not been played since it's timeout threshold has elapsed,
120    ///    which prevents firing every tick
121    fn should_emit(
122        previous_state: &PreviousEntityState,
123        sfx_trigger_item: Option<(&SfxEvent, &SfxTriggerItem)>,
124    ) -> bool {
125        if let Some((event, item)) = sfx_trigger_item {
126            if &previous_state.event == event {
127                previous_state.time.elapsed().as_secs_f32() >= item.threshold
128            } else {
129                true
130            }
131        } else {
132            false
133        }
134    }
135
136    fn map_event(
137        character_state: &CharacterState,
138        previous_state: &PreviousEntityState,
139        inventory: &Inventory,
140    ) -> SfxEvent {
141        let equip_slot = character_state
142            .ability_info()
143            .and_then(|ability| ability.hand)
144            .map_or(EquipSlot::ActiveMainhand, |hand| hand.to_equip_slot());
145
146        if let Some(item) = inventory.equipped(equip_slot)
147            && let ItemKind::Tool(data) = &*item.kind()
148        {
149            if character_state.is_attack() {
150                return SfxEvent::Attack(CharacterAbilityType::from(character_state), data.kind);
151            } else if character_state.is_music() {
152                if let Some(ability_spec) = item
153                    .ability_spec()
154                    .map(|ability_spec| ability_spec.into_owned())
155                {
156                    return SfxEvent::Music(data.kind, ability_spec);
157                }
158            } else if let Some(wield_event) = match (
159                previous_state.weapon_drawn,
160                Self::weapon_drawn(character_state),
161            ) {
162                (false, true) => Some(SfxEvent::Wield(data.kind)),
163                (true, false) => Some(SfxEvent::Unwield(data.kind)),
164                _ => None,
165            } {
166                return wield_event;
167            }
168        }
169        // Check for attacking states
170
171        SfxEvent::Idle
172    }
173
174    /// This helps us determine whether we should be emitting the Wield/Unwield
175    /// events. For now, consider either CharacterState::Wielding or
176    /// ::Equipping to mean the weapon is drawn. This will need updating if the
177    /// animations change to match the wield_duration associated with the weapon
178    fn weapon_drawn(character: &CharacterState) -> bool {
179        character.is_wield() || matches!(character, CharacterState::Equipping { .. })
180    }
181}
182
183#[cfg(test)] mod tests;